why fun, playing, and gamification is the future for learning

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Admit it, Learning sucks. But no one ever says that about playing. Gamification can be that enabler of fun, playing, and motivation for learning. E-learning can be successful all over again.

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@keizng about.me/keizng

keith@gametize.com

Why Fun, Play, and Gamification is the future for Learning

@keizng

Co-founder and Hustle Ninja of Gametize World’s Simplest Gamification Platform (Gametize.com) Also made apps such as Cocktailogy, Amazing Food Race,

Healthplay, Selfiely, Workready English,

about.me/keizng @keizng

Achievements and Badges Renowned Counterstrike Camper, Reformed Compulsive Gamer

Trained in Software Engineering, Business (Finance) Almost zero game design training (self trained)

Almost bankrupt, secured USD$200,000 on TV, Angels Gate Nominated top global influencer/innovator in gamification

about.me/keizng @keizng

Corporate Training: $200bn Corporate E-Learning: $26bn % Fortune 500 with E-learning: 41.7% Asian E-Learning market: $11.5bn by ‘16 Mobile Education Products in ‘12: $4.4bn (Elearning! Magazine – May 2013)

The scale of E-learning, and now M-learning

And many more awesome mLearning stats.. http://fluency21.com/blog/2013/04/09/20-eye-opening-stats-you-probably-didnt-know-about-mobile-learning/

@keizng

E-Learning Completion: 30-40% MOOC Dropout Rate (estimated): ~90%

“People don’t have time to learn,

don’t know where to learn, and don’t want to learn”

- Frustrated Client

But Digital Learning needs help

@keizng

“We have met the enemy, and he is Powerpoint” http://www.nytimes.com/2010/04/27/world/27powerpoint.html?_r=3

Learning. We know what it feels like. @keizng

Wow. This is what it should feel like

Let’s get Science to help us get to “Wow”

@keizng

With the help of this wonder “drug”

Dopamine

Faces of people playing games

@keizng

Gf (Fluid Intelligence) You can be smarter by playing games too

Search for “Keynote Gabe Zichermann at TNW2012” or http://bit.ly/gabetnw

Search for “Andrea Kuszewski increase your intelligence” or http://bit.ly/andreakus

@keizng

@keizng

What motivates us?

What motivates us? Flow Theory, By Mihaly Csikszentmihalyi

@keizng

What motivates us? Flow Theory, By Mihaly Csikszentmihalyi

•  One must be involved in an activity with a clear set of goals and progress. This adds direction and structure to the task.!

!•  The task at hand must have clear and immediate feedback.

This helps the person negotiate any changing demands and allows them to adjust their performance to maintain the flow state.!

•  One must have a good balance between the perceived challenges of the task at hand and their own perceived skills. One must have confidence in one's ability to complete the task at hand.!

Gf

In fact, it is the only industry that mastered

user experience

What is the average age of a gamer?

@keizng

Professor Stuart Brown believes playing makes successful and creative individuals, and is a biological necessity

http://www.amazon.com/Play-Shapes-Brain-Imagination-Invigorates/dp/1583333789

@keizng

Frustration" Sense of Achievement"

Challenge" Strategy" Problem Solving"

1. Hard fun"

@keizng

Interesting content"

Collecting Items"

Points and level-ups"

Amazement" Happiness"

2. Easy fun"

@keizng

Exploration" Escape from thoughts & feelings"

Excitement"

3. Altered States"

Surprises" Discovery"

@keizng

Competition" Teamwork" Social Bonding"

Personal Recognition"

Sense of Achievement"

4. The People Factor"

@keizng

http://gametize.com/app http://bit.ly/techday14

gamification = Use of game design and game psychology in non-game settings to engage and motivate target audience for target behaviors. It is a process, but not an end point. Also a rapidly growing market, projected by Gartner at $2Bn

@keizng

gamification = A process to engage and motivate your consumers into behaviors that directly or indirectly increase sales. It does not need to be transactional.

@keizng

gamification

@keizng @keizng

= happification;

American Airlines Rewards, achievement, level-ups (elite status)

Nike Plus Achievement, level-ups, competition

Linked In Level-ups (progress bar)

More examples

Hilton Hhonors Points

@keizng

@keizng

action

motivation

feedback

@keizng

7 Key Tips to make learning work with

Gamification

Based on a white-paper by Gametize (See blog.gametize.com)

@keizng

1.  Gamification is not about creating Games

It is a process, and should not change your pedagogy fundamentally. Don’t distract your learners from the true goal.

@keizng

2. Give real, timely feedback so they know where they are, and where they will be at

And let them know it�s OK to fail in a learning experience In fact, make it fun to fail!

3. Allow learners to explore freely, empower them to make choices

.. and give them control over their journey

@keizng

4. Capitalize on social dynamics

@keizng

... And encourage competition too

5. User Experience Trumps Everything

Tailor and custom it for the target audience

@keizng

6. Focus on your content and design not the technology

@keizng

7. Repetition. Reframe the tasks, make it fun

@keizng

Gametize�s 5D Framework

@keizng

Get your hands dirty!

Identify a common problem.

Get your hands dirty!

Determine your goal: What is the outcome you want to

achieve out of gamification?

Get your hands dirty!

What are your target behaviours?

Bartle’s Player Types

Get your hands dirty!

Profile your target players: Make a list of characteristics of

your target group.

Design Strategy

G!

A!

M!

E!

T!

I!

S!

E!

Generous & Clear rewards"

Appealing & Fresh Content"

Maintainable & Manageable!

Easy & Emotional Experience"

Togetherness"

Intrinsic motivations"

Social behaviors"

Engagement"

KEY ELEMENTS!

KEY GOALS!

Case Study: Standard Chartered Bank

@keizng

@keizng

LEARN! COLLECT! COMPETE!

Gain knowledge and experience through challenges"

Collect points and badges to level up"

Pit your score against other countries and global peers"

@keizng

THE GAMIFIED LEARNING EXPERIENCE!

Scaffolded Challenges!

Competitive Spirit!

Instantaneous Feedback!

Earning Rewards!

@keizng

Product!

Product!

>10,000 employees, 1 million challenge completions"

Product!

Analytics"

Create"

Content"

Organize"1" 2"

3"4"

Backend

Case Study: DBS

Leadership and Team Building (LTB) is a core module offered as part of the business program in the Singapore

Management University (SMU).

To solve the problem of engagement in LTB beyond the classroom, the Gametize

platform to produce GameLead, a gamified experience to make learning

much more engaging, exciting and easy for 177 students in a pilot run.

  GameLead was made available on both

web and mobile to be played by students wherever, whenever!

GameLead Case Study

A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

Games were segregated according to LTB classes, students will only see their

designated classes, while administrators can access all 4 games.

A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

A Game for Each Class

New quests unlocked weekly

A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

A series of simple challenges, from photos, quizzes,

and videos prompted students

to reflect on and apply what they

have learnt in class

Challenges within each Quest

A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

Challenges within each Quest

A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

An activity feed enabled students to

view submissions

by other classmates and vote,

which increase the points of the submission

Students can also log their in-class participation for points here

Class Participation Quest

A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

Gamification was also used to

collect student feedback on the

GameLead experience

Gathering Feedback and Sentiments

A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

Gathering Feedback and Sentiments

A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

We were able to extract

sentiments that help us understand our users’

pain in using GameLead,

some of which are negative

Gathering Feedback and Sentiments

A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

We also discovered

what the students enjoyed

about GameLead

that can help with

future executions

Verdict and Results

A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

Verdict: Successfully Gametized

A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

Verdict: Successfully Gametized

A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

Verdict: Successfully Gametized

Focus on the problem, objective, and data At a glance, it is easy to dismiss due to a handful negative reviews.

However, GameLead was designed to solve the problem of engaging students beyond the classroom, and the objective was to provide a

seamless and engaging experience through gamification. The success should then be measured based on the overall data in relation to these

questions, in this case, showing GameLead’s effectiveness.

Iterative Development and Improvement Gamification in education is a fairly new concept, especially with the use

of digital technologies. An iterative approach to improving GameLead based on the data is key to its continued success. The unfavorable

sentiments, though not necessary relevant, (e.g. minority users do not want to be engaged outside of classroom) should be reviewed and

considered.

Conclusion for GameLead

A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

gamification is not magic. it is a strategy, which like many others, must be well-designed and planned. there are no rules to fun.

otherwise it will backfire"

Real Intrinsic motivators

Don’t overgive rewards

Make real fun, and keep them fresh

credits to @eliaveris"

Insites Consulting!

“Hang on, will Gamification trivialise Learning?”

“Hang on, will Gamification trivialise Learning?”

What is the real value of seriousness? Do we really learn best and perform optimally under formal situations?

create stories create emotions

This deck is based on our whitepaper titled

“Gamification for Corporate Learning”.

http://gametize.com/game/secretlibrary

“The opposite of play is not work. It is depression”

- Dr Stuart Brown

Get your hands dirty!

Design your game.

Create games where your players can:

Upload a photo Write a comment Answer a quiz Make a prediction

Scan a QR code Fill in the blank Enter a secret passcode Watch a video

keith@gametize.com

Gametize learning for meaningful, emotional, and effective experiences.Reduce cost, save time, and make happier employees!!

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